#pragma once #include "config/types.h" #include "maths.h" #include template struct Triangle : public glm::vec<3, glm::vec> { using Point = glm::vec; using Base = glm::vec<3, glm::vec>; using Base::Base; [[nodiscard]] constexpr Point operator*(BaryPosition bari) const { return p(0) + (sideDifference(1) * bari.x) + (sideDifference(2) * bari.y); } [[nodiscard]] constexpr Point centroid() const { return [this](std::integer_sequence) { return Point {(p(0)[Axis] + p(1)[Axis] + p(2)[Axis]) / 3 ...}; }(std::make_integer_sequence()); } [[nodiscard]] constexpr auto area() const requires(Dim == 3) { return glm::length(crossProduct(sideDifference(1), sideDifference(2))) / T {2}; } [[nodiscard]] constexpr Normal3D normal() const requires(Dim == 3) { return crossProduct(sideDifference(1), sideDifference(2)); } [[nodiscard]] constexpr Normal3D nnormal() const requires(Dim == 3) { return glm::normalize(normal()); } [[nodiscard]] constexpr auto sideDifference(glm::length_t side) const { return difference(p(side), p(0)); } [[nodiscard]] constexpr auto angle(glm::length_t corner) const { return Arc {P(corner), P(corner + 2), P(corner + 1)}.length(); } template [[nodiscard]] constexpr auto angleAt(const glm::vec pos) const requires(D <= Dim) { for (glm::length_t i {}; i < 3; ++i) { if (glm::vec {p(i)} == pos) { return angle(i); } } return 0.F; } [[nodiscard]] constexpr auto p(const glm::length_t idx) const { return Base::operator[](idx); } [[nodiscard]] constexpr auto P(const glm::length_t idx) const { return Base::operator[](idx % 3); } [[nodiscard]] constexpr Point * begin() { return &(Base::x); } [[nodiscard]] constexpr const Point * begin() const { return &(Base::x); } [[nodiscard]] constexpr Point * end() { return begin() + 3; } [[nodiscard]] constexpr const Point * end() const { return begin() + 3; } };